Dev Update Wk4 – Details details

Getting closer to the end of milestone 1. Lots of little details checked off, because I’m totally avoiding re-working the main character’s torso twist. The biggest work went to the spiders, they got a re-skin to something more shiny, can now do a jump attack which makes them much more of a threat, and make a nice splattery sound when they die. The UI got a couple minor tweaks and so the respawn counter now works,  Still having some problems … MORE

Dev Update – wk3 – sacrifice & surprises

Things are going pretty well.  The uncompleted ‘minimum required features’ list for the January Version is getting very small. Corner pillars at outside corners Fixing wizard shooting and movement (aka the Big thing) Death effects and sounds etc. Spider jump attack New stuff added this week: Restart Button, Exit game button. Bolt Particles and light removal. Bug fixes with spider corpses falling out of the world Jucifying impacts on monsters & spawners Now as to sacrifice….  Well you get what … MORE

BSDDoD! Week 2 – First (barely) playable

Milestone 1, Week 2. Well here we are, week 2.   Not  a bad week, progress wise, but never as good as I’d have liked.. This week I started cracking my head into the interface that is Blender, and walked away with a simple eggsack model to be used as a spider spawner (pictured below).  Maybe next week I can make it move. The beginnings of a simple UI are falling into place,  when a room starts, the room title … MORE

BSDDoD! Reborn in 2014

The time to do this game has come.  So it’s gonna be done right.  No more Torque2D, Slick, or other homegrown from the ground, unproven frameworks.  Time to do it in something that’s got support, community, a track record and a workflow.  Aka Unity.  And while we’re at it, let’s make it 3D, physics enabled and extensible by the user to add new rooms to the pool of maze chambers. And let’s do it as part of this year’s OneGameAMonth … MORE

DragonCrash Alpha Update

Not too much time this week.  Here’s the highlights: parllaxing backgrounds are back and better. the new House and system for adding terrain attachments is fast.  Total time was about 3 hours to add a new item to the game. Improved Energy ui. Particle manager for terrain effect. Upgrade to GL2 base with potential hooks for shader effects.

Style…damn that’s hard

It’s been a short week and it’s been pure struggle.  But the art style is slowly starting to gel.  flat and simple painterly. Anyway.. too many things to do and not enough time to do them.

A slice of DragonCrash

Whoo, I love me some 3 day weekends!  Here’s a video of what’s new. New Features: (bulleted list version.. it’s late, sorry) Basic UI and Touch controls  (it plays on android devices!) Proper life and death cycle of dragon  (no animations or effects but the world stops scrolling and you cant collect powerups) Terrain Attachments and the first exaple of it the Basic Tower Powerups (Gold and energy) and a fountain system that sprays / tracks the physical Box objects … MORE

A problem of scale…

So after a long 5 days of rebuilding, tweaking and altering things, I’ve finally wrapped my head around the oddness that is separating the screen size, world size , UI size and image sizes around what is clearly the ‘proper’ way.  Along the way, I’ve come to terms with the LibGDX Orthagonal Camera and the Box2d default renderer, all of which means in short english words. I have a physics engine and an infinite scrolling dynamic world and I’m not … MORE

Flap mr dragon FLAP!

Ok kinda scatterbrained right now so, let’s just get back into the blogging spirit with a short list of accomplishments: Had to rethink some mechanics.. but the controls feel SO much better now. The actual performance of the dive and flap buttons are undergoing constant tweaking, but the sense of control is coming along superbly. Screen scaling is working.. but the size isn’t right on smaller screens.  I need to re-write the system to always maintain a specific horizontal distance … MORE


War Mages is out on the Play Store! Get It HERE It’s been one hell of a month. Since starting over in the 18th it’s been non-stop go go go to get this thing up and running. Overall I’m really pleased with how well it turned out. I have a lot of little secondary features I want to add to it, but I think I need a week to recover. It will be an interesting thing to see if the … MORE

January Postmortem

Going to keep this short and sweet, can’t stop and reflect too much. What went right: Web editor –  having a web editor where I can make changes and just re-launch a level for testing was incredibly useful Music – the non repeating drumtrack for in game music works really well wit the musical queues Title screen fire – Damnit particles just make me happy. Pathfinding and combat –  while it’s not the most dynamic combat (see what went wrong) … MORE

Happy Easter – Week end update

Busy busy week.. all freelance debugging and we development.. So not much progress on the game. Money rounding..  yeah.. lots of refactoring code. Moving some more UI elements into groups so they render in the proper order and can be switched on and off. Anyway here’s another beta.. # 7 now.

Barnyard Bonanza – Week End Update

  Woo good Week! New Beta 6! Better Odds manager (you can see it by clicking the puzzle piece on the Main Menu) Reworked tons of the Odds and Money manager backside so money should be handled better. Implemented adMob ads 🙂 Got a good start on painting the home screen .. then did it again as photoshop crashed. (FML) Made the loading screen handle screen changes and stuff magically. Reels are generated a bit more realistically and auto re-factor … MORE

Yaay Death and Stuff

So while it’s only 2 new tasks complete, there’s 2 more that are 80% there and others are planned out. Here’s a recap of new stuff: PCs and monsters now shoot and damage each other with functioning ranged combat! PCs can die! Monsters can die! Monster spawner behavior is 90% there PC equip-able items / attacks are close to being there. New portraits are almost done.. then we’ll have 3 different PCs Project title finally announced: Project has it’s own Website (granted for … MORE

LOS Targeting

Minor but important progress. Holidays (and Skyrim) were not as conductive as hoped to progress. Map entities (monsters and PCs) now scan for the nearest visible targets within their field of view and as within LOS on the level map. Monsters now have a new behavior available on spawn which is to start stalking a Random PC. The goal is to have several behaviors available for monsters to utilize what cna be mix and matched during levels.. (patrolling.. random walking, … MORE